Hello, I have made a master turret with child turrets that rotate towards a target, the turrets works well, however when it rotates the barrel collision does not match with its static mesh. (this is for all turrets in level regardless of how they are made)
The turret barrel collision appears to always face the original direction when it was placed despite the player and visibility collision showing otherwise Ingame, the video below shows me colliding/not colliding with it and hitting it with a line trace depending on its rotation.
An arrow is connected to the turret base and points to original direction it was facing.
the problem is I donât know how to make the collision match the rotation of the barrel when it rotates, Iâm guessing it might be because its parented to the turret base that doesnât rotate maybe?
when begin aim custom event is triggered it aims at player for a frame or something then it dleays for a delta world second, checks if it still has target in LOS if it does it triggers another custome event that plays the begin aiming custom event again
Hm, at this point I want to blame that exact Delay thing - thatâs the only thing that stands out here scriptwise; I might be wrong, ofc. UE5 now has this fancy boi, btw:
Righto. Weâre standing on the ignored one. The editor is drunk again. If this persists through editorâs âhave you tried turning it off and on againâ Iâd then start disconnecting parts of script to see what creates this undesired behaviour.
Iâm out of ideas that can be applied remotely. Are you using any plugins?
nothing in constuction script except for the child creating the parent construction script
Can we see whatâs in there? What are the chances something is done to the: